New Structures

Contents

Need some work on certain pies done or new models created - will try to give some renderings of the completed buildings/structures - being as pieslicer does not work on my machine for whatever reason. will post as soon as i find or draw what i am after.

from looking at concept art from persons in the mars concept art community ( very few ) have come to the conclusion that small modualr structures will be used in the begining.

therefore i started with the smallest factory - as your resources grow you will be able to build larger which is the second third and fourth modules -

as for the command and control why not combine with research and development keeping within the modular base of the r and d module.

as for combining functions - would that be necessary? i dont believe it would be. there would still be sepparate functions just the exteriors are changing.

so instead of having a base spread out all over the place will be in a space of 4 squares for each building - with enuff seperation there will be room for protective Anti aircraft measures - which by the way are not shown - the tops of the towers make an excellent hard point for AA. there was a mod just recently where i saw this in use - didnt see it at first and was blowed out of the sky by the ai's factory - talk about surprise endings...

i was just going to leave it at the yes answers but - being as t3 has what we need in the way of laser weapons and heavy ballistic type weapons ( cannons and machine guns etc. {see the new tech pages } was hoping to start with T3..

laser AA is a must as well as a few other bits.

also note that i didnt have time to put one in but there is one more structure needed - not all is machines on mars - there is a contingent of human marines ( in scav colors at this point - again i point to that same mod that keeps giving me more ideas.) i will list the author of that mod as a prime contributor of ideas. edit: jan 11 23:35 author of that mod - Wardrop

Funny you mentioning that re-supply / energy thing - was thinking over the last few days about energy or resources

came up with a possible resource - using the tile set designed by yourself - the crater has an alien look to it once in game - was thinking this is one way - alien artifacts left by the now extinct other race ( see the backstory and other discussions) need some beacon or possibly reuese that which exists now - dunno - relable it to resource instead of oil well...

as for derricks - dont need em - build the power station directly on that spot. Good idea or what?

as for the walkways - just that and also as a conduit for the powwer source i guess... all buildings will be interconected makes for smaller bases as not as many buildings will be needed - as you can see by the revised drawing - c1 f 1 and v1 - cyborg -commandoClones (?) / factory other / vtol factory are all combined - research/command and control will be the other building.

Destroyable. hmmmm.. would think so as we would want to be as close to the original as possible - only thing changing would be on a graphics level i think. Having non destroyable structures would detract from the game in my opinion.

On "Other-Worldly Structs": back in NEWST day your next-door neighbor created a bunch of alien-looking structs with PIE Slicer ..... at least a handful..... maybe as many as a dozen... they weren't for any Project & it was like a year before TWZ was even concieved - plus they wouldn't fit... But perfect for Mars, maybe.. Should ask him Coyote if he saved them on HD... talkin about SAB.

As stated would be a smaller foot print. not as many buildings required to do the same amount of work thereby conservation of resources.

would limit the building of the factory module to 3 per base - more would not be needed - would be compensated by researching the production speed variable.. less time taken to produce 1 unit in a given time frame.

ie: 1 vtol - first stage dev - 3 mins per by the end of the 3 rd stage devel time would be down to 1 per min - yes? no? suggestions?

Would also eliminate looking for those all too critical flat spots where one can place their structures.

I guess i forgot to mention the armaments mounted on the buildings themselves which will cut down on rebuilding.. or as in the old game - having a truck or three nearby to do repairs. will try to get a screen shot of this in the next little bit.

As for artillery - wouldnt be a problem - again the use of trucks or counter battery sensors ( if set up - and if it was myself they would be).

i remember in the wz21210 stuff they were making a structural repair building CW

Oh-boy..... that will surely make a HUGE difference !!

You know gentlemen - we have entered the territory of fundamental change in Game-play Mechanics.... which I find very exciting stuff. :) Rman